WII, Kinect and PS move become popular. They use your motion as the controller to control the character in the games. Therefore, this project focuses on creating a game using Kinect as the fundamental input to create a game. However, you can add more control means into your game such mobile phones, WII and PS moves.

Survey of motion control games

In order to spark discussion of Kinect games, each group needs to give a short discussion (20 minutes) of Kinect, Wii and PS3 move games.

Reviews will be presented by group of members

The presentation should consist of a projected gameplay video or live demonstration along with (verbal) descriptions of what we can learn from the game.

In order to keep this large undertaking on track, as well as to provide a simulation of what it is like to work in industry, groups will be strictly held to a series of deadlines.

This means that there are no late days available for any milestones or the final version of the game.

You must set up your deadline for me and let me to check the procedure.

The final game will be graded based on the product (i.e. any lacking axis drags the game down) of its performance along three axis:

Quality (CS) -- the game should play well and be bug-free

Unity (Design) -- all elements of the game should be coordinated in service of the game's purpose

Completeness (CS) -- the game should achieve the goals set out by the group

A word about ambition (CS, Design)

Beauty and scene setting(Design) -- Fantastic scenes are important to intrigue people's attention

Smooth and good UI (Design) -- UI is the most important elements in modern computer applications.

There is a tendency in project classes such as this to grade results based on what they aspire to be, rather than what they are. It is important to notice that the grading criteria above are specifically designed to avoid this. You are graded on the quality of the game you make, not the quality of the game you set out to make.

There will be a significant amount of time devoted to working with project groups to set goals, plans, and fall-backs so that the final game is right-sized.

The Final Game Process

Elevator Pitches: Everyone in the class will have one minute (strictly enforced) to quickly pitch a game concept. The pitch should clearly convey the core of the game and what makes it unique. Illustrations of some sort are encouraged, but complexity is obviously infeasible.

Refined Pitches: Based on voting from the class (and some instructor english), approximately half the pitches will make it to the next round. These will be re-pitched in five-minute slots by groups of two.

The Design Document and Prototypes. Once groups are announced, they have two to three weeks to create a specification (design document) outlining their game.